public InventoryTests() { _sword = new ItemData(ItemId.Sword) { TypeId = ItemType.CloseRangeWeapon }; _torch = new ItemData(ItemId.Torch) { TypeId = ItemType.Misc }; _tom = new Inventory(new InventoryId(PartyCharacterId.Tom)); _rainer = new Inventory(new InventoryId(PartyCharacterId.Rainer)); _inventories = new Dictionary <InventoryId, Inventory> { [_tom.Id] = _tom, [_rainer.Id] = _rainer }; _exchange = new EventExchange(new LogExchange()); _im = new InventoryManager(x => _inventories[x]); var wm = new WindowManager { Window = new MockWindow(1920, 1080) }; var cm = new MockCursorManager { Position = new Vector2(1, 1) }; _exchange .Register <IInventoryManager>(_im) .Attach(wm) .Attach(cm) .Attach(this); }
public InventoryTests() { AssetMapping.GlobalIsThreadLocal = true; AssetMapping.Global.Clear() .RegisterAssetType(typeof(Base.PartyMember), AssetType.Party) .RegisterAssetType(typeof(Base.CoreSprite), AssetType.CoreGraphics) .RegisterAssetType(typeof(Base.Item), AssetType.Item) ; _tomInv = new InventoryId((CharacterId)Base.PartyMember.Tom); _sword = new ItemData(Base.Item.Sword) { TypeId = ItemType.CloseRangeWeapon }; _torch = new ItemData(Base.Item.Torch) { TypeId = ItemType.Misc, Flags = ItemFlags.Stackable }; _tom = new Inventory(_tomInv); _rainer = new Inventory(new InventoryId((CharacterId)Base.PartyMember.Rainer)); var inventories = new Dictionary <InventoryId, Inventory> { [_tom.Id] = _tom, [_rainer.Id] = _rainer }; var exchange = new EventExchange(new LogExchange()); _im = new InventoryManager(x => inventories[x]); var wm = new WindowManager { Resolution = (1920, 1080) }; var cm = new MockCursorManager { Position = new Vector2(1, 1) }; exchange .Register(new GameConfig()) .Register <IInventoryManager>(_im) .Attach(wm) .Attach(cm) .Attach(this); }